Hahaa!! We have a winner!
It never even occurred to me that the world position node could have options so I never even looked at its settings tab.
Yes now it works perfectly. Awesome!
Very cool its going to be fun to get stuck in later and do the real thing.
Here’s a picture of the second straight up material with only the renderTarget texture hooked in:
Hi, !
Thank you for inspiration and support, you making really needed stuff.
Could you spend few more time for not so skilled community member?
As I understand you say that positional map can be used to void recapturing spheremasked unwraped mesh on every hit.
If so, could you provide an example how to use it to get same result as with SphereMask+unwrap shader? UPD I just catch that I can just calc the delta between pixel position from position map and sphere center and some way transform it to b/w quad.
Could you suggest what nodes I should use.
And is there a way to make it not spherical but some interesting pattern (3d decal)?